I am wanted my first post to be some amazing artwork but never mind, I have had to post in my time of need.
I am currently studying game art at Teesside university and there is a model I need finished rather soon but I am having trouble.
I am creating a flying mustang for a sci-fi game in UDK and the paint on it is matte paint -> https://www.dropbox.com/s/tadmu76uxp8g738/Colour.jpg
I am a total noob when it comes to the UDK material editor so I am pretty much here asking for help. Here are textures I have created as well as the model in UDK and the wireframe.
If anyone could either help or point me in the right direction of what I need to do that would be greatly appreciated. If there are problems with the textures then I would be happy to have feedback on them as well. I would quite like feedback but people generally post for that in the pimping and previews bit. I am not sure if I should post this there as well :P.
Anyway yeah help would be very much appreciated, thank you
I am not familiar with UDK model/material setups, but from working with models in Source I know that these types of textures are hard to get right. The reason is that mostly they are about reflections rather than the diffuse textures and getting this right can be hard.
I would consider adding a very light noise overlay to the diffuse map, if you look closely at the actual car photo itself there are small localized color variations all over the surface.
After that its all about getting the specular and reflections right... try playing around with phong and phong settings, this is the kind of model I would have though would benefit greatly from having a phong exponent texture.
Replies
I would consider adding a very light noise overlay to the diffuse map, if you look closely at the actual car photo itself there are small localized color variations all over the surface.
After that its all about getting the specular and reflections right... try playing around with phong and phong settings, this is the kind of model I would have though would benefit greatly from having a phong exponent texture.
http://udn.epicgames.com/Three/MaterialExamples.html#Matte
Oh and welcome aboard!